Moderator: JC Denton
by icycalm » 15 Sep 2011 14:22
by Worm » 22 Nov 2011 01:22
Rob Nelson wrote:Bullet Time replenishment is now skill-based, so targeting vital areas like the head or the heart will help you fill your meter more quickly.
by icycalm » 22 Nov 2011 13:44
Worm wrote:http://www.youtube.com/watch?&v=p3KK0Z-rzlw
Mostly hyping the animations, with some other features mentioned, but you can see the game in action. The animations do look good, but the blurring and flashing during bullet time is annoying.
by icycalm » 22 Nov 2011 14:20
by icycalm » 03 Dec 2011 00:16
by icycalm » 03 Dec 2011 00:18
SeanR wrote:pre-ordered.
this is going to be* EVERYTHING that every other 3rd-person shooter I've played since MP2 has failed to
* or rather "live up to"
by Worm » 16 Dec 2011 01:22
Daniel Krupa wrote:Max Payne 3's attempts to give more definition to the spontaneous type of narrative you get in a round of multiplayer. To do this it's created a new mode called Gang Wars, the centrepiece of Payne's multiplayer suite. A typical match, for instance, might kick-off during the calamity of a drug deal gone horribly wrong. You must collect duffle bags gorged with cash and ferry them back to safe points. It's a standard multiplayer objective but the difference comes in the next round; instead of tasking you with the same objective, the mission changes and draws upon the events of the preceding round not only to give context but motivation for the new task.
The reasoning behind the mode is not force a new story upon players but to "highlight the dramas that happen," according to Bewsher. So in round two, for instance, a bounty might be placed on the head of the previous round's most lethal player. Or you might have to grab land from the dominant team. Say you successfully won the most new territory, in the next round you might have to frantically run around defusing bombs set on your new turf.
Daniel Krupa wrote:The multiplayer experience is augmented by the presence of Bursts – special abilities that you unlock as you accumulate XP. The perks are inspired by the individual characteristics of the factions open to players in multiplayer. In addition to Bullet Time, Max's signature skill, the most original Bursts are those that alter players' perception of reality.
Paranoia is particularly crafty enhancement that makes the opposition see their teammates as enemies. Each Burst is graded into three levels. Wait to use it, and it becomes all the more devastating, enabling friendly fire for the opposing team.
Other Burst destabilise proceedings in equally interesting and chaotic ways. Sneaky makes your gamertag appear as friendly to the enemy team, allowing you to infiltrate their base, for instance, before spectacularly betraying them. Intuition is a powerful ability that, at level 3, allows you to see a silhouette of every enemy.
Bullet Time appears in multiplayer in the form of a Burst. But it isn't based on a proximity bubble, it's all based on line of sight. If you're caught in the gaze of a player who has activated Bullet Time, reality will slow down for you, too.
by icycalm » 06 Jan 2012 07:20
by Worm » 19 Jan 2012 18:31
by icycalm » 05 Feb 2012 21:58
by icycalm » 16 Feb 2012 21:50
by Worm » 19 Mar 2012 22:29
by icycalm » 25 Dec 2013 16:35